forked from qt-creator/qt-creator
QmlDesigner: Fix edit view issues caused by quick3d api changes
Change-Id: I4bb110ff4693c57089f659e0f125c9f89c6bdb9c Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io> Reviewed-by: Thomas Hartmann <thomas.hartmann@qt.io>
This commit is contained in:
@@ -57,7 +57,7 @@ Model {
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var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0);
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var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0);
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_pointerPosPressed = mouseArea.mapPositionToScene(maskedPosition);
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_pointerPosPressed = mouseArea.mapPositionToScene(maskedPosition);
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var sp = targetNode.positionInScene;
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var sp = targetNode.scenePosition;
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_targetStartPos = Qt.vector3d(sp.x, sp.y, sp.z);
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_targetStartPos = Qt.vector3d(sp.x, sp.y, sp.z);
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isDragging = true;
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isDragging = true;
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}
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}
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@@ -37,11 +37,11 @@ Node {
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// Read-only
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// Read-only
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property real relativeScale: 1
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property real relativeScale: 1
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onGlobalTransformChanged: updateScale()
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onSceneTransformChanged: updateScale()
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onAutoScaleChanged: updateScale()
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onAutoScaleChanged: updateScale()
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Connections {
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Connections {
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target: view3D.camera
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target: view3D.camera
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onGlobalTransformChanged: updateScale()
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onSceneTransformChanged: updateScale()
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}
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}
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function getScale(baseScale)
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function getScale(baseScale)
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@@ -60,16 +60,16 @@ Node {
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// "anchor" distance. Map the two positions back to the target node, and measure the
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// "anchor" distance. Map the two positions back to the target node, and measure the
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// distance between them now, in the 3D scene. The difference of the two distances,
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// distance between them now, in the 3D scene. The difference of the two distances,
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// view and scene, will tell us what the distance independent scale should be.
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// view and scene, will tell us what the distance independent scale should be.
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var posInView1 = view3D.mapFrom3DScene(positionInScene);
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var posInView1 = view3D.mapFrom3DScene(scenePosition);
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var posInView2 = Qt.vector3d(posInView1.x + 100, posInView1.y, posInView1.z);
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var posInView2 = Qt.vector3d(posInView1.x + 100, posInView1.y, posInView1.z);
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var rayPos1 = view3D.mapTo3DScene(Qt.vector3d(posInView2.x, posInView2.y, 0));
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var rayPos1 = view3D.mapTo3DScene(Qt.vector3d(posInView2.x, posInView2.y, 0));
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var rayPos2 = view3D.mapTo3DScene(Qt.vector3d(posInView2.x, posInView2.y, 10));
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var rayPos2 = view3D.mapTo3DScene(Qt.vector3d(posInView2.x, posInView2.y, 10));
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var planeNormal = view3D.camera.forward;
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var planeNormal = view3D.camera.forward;
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var rayHitPos = helper.rayIntersectsPlane(rayPos1, rayPos2, positionInScene,
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var rayHitPos = helper.rayIntersectsPlane(rayPos1, rayPos2, scenePosition,
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planeNormal);
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planeNormal);
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relativeScale = positionInScene.minus(rayHitPos).length() / 100;
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relativeScale = scenePosition.minus(rayHitPos).length() / 100;
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}
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}
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}
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}
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@@ -64,11 +64,11 @@ Window {
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scale: autoScale.getScale(Qt.vector3d(5, 5, 5))
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scale: autoScale.getScale(Qt.vector3d(5, 5, 5))
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highlightOnHover: true
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highlightOnHover: true
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targetNode: viewWindow.selectedNode
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targetNode: viewWindow.selectedNode
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position: viewWindow.selectedNode ? viewWindow.selectedNode.positionInScene
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position: viewWindow.selectedNode ? viewWindow.selectedNode.scenePosition
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: Qt.vector3d(0, 0, 0)
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: Qt.vector3d(0, 0, 0)
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rotation: globalControl.checked || !viewWindow.selectedNode
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rotation: globalControl.checked || !viewWindow.selectedNode
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? Qt.vector3d(0, 0, 0)
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? Qt.vector3d(0, 0, 0)
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: viewWindow.selectedNode.rotationInScene
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: viewWindow.selectedNode.sceneRotation
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visible: selectedNode
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visible: selectedNode
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view3D: overlayView
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view3D: overlayView
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@@ -79,7 +79,7 @@ Window {
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AutoScaleHelper {
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AutoScaleHelper {
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id: autoScale
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id: autoScale
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view3D: overlayView
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view3D: overlayView
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position: moveGizmo.positionInScene
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position: moveGizmo.scenePosition
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}
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}
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}
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}
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@@ -38,22 +38,21 @@ Item {
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Connections {
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Connections {
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target: targetNode
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target: targetNode
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onGlobalTransformChanged: updateOverlay()
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onSceneTransformChanged: updateOverlay()
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}
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}
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Connections {
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Connections {
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target: targetView.camera
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target: targetView.camera
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onGlobalTransformChanged: updateOverlay()
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onSceneTransformChanged: updateOverlay()
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}
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}
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function updateOverlay()
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function updateOverlay()
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{
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{
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var posInScene = targetNode.positionInScene
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var scenePos = targetNode.scenePosition;
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var posInSceneWithOffset = Qt.vector3d(posInScene.x + offsetX, posInScene.y + offsetY,
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var scenePosWithOffset = Qt.vector3d(scenePos.x + offsetX, scenePos.y + offsetY, scenePos.z);
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posInScene.z)
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var viewPos = targetView.mapFrom3DScene(scenePosWithOffset);
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var viewPos = targetView.mapFrom3DScene(posInSceneWithOffset)
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root.x = viewPos.x;
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root.x = viewPos.x
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root.y = viewPos.y;
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root.y = viewPos.y
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root.z = 100000 - viewPos.z; // flip left-handed to right-handed
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root.z = 100000 - viewPos.z // flip left-handed to right-handed
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}
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}
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}
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}
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